Lieutenant
Join Date: Jul 2012
Posts: 36
This is an issue with a new episode I'm writing. I'm trying to do what was seen in the Nagus Missions by having a character bring his ship in as reinforcement through hailing a special comm signal. For instance, the Comm Code is "Gamma-Delta-1-2-3". The player must write that down or remember the code. Later on, when approaching a battle situation, I want to allow the player to use the comm code to get reinforcements from the character at the other end of the Comm Code.

I've seen this done before, but I have no idea how to do it. Does anyone know how this is done?
Career Officer
Join Date: Jun 2012
Posts: 5,425
# 2
09-10-2012, 07:15 PM
Quote:
Originally Posted by captainazzarano View Post
This is an issue with a new episode I'm writing. I'm trying to do what was seen in the Nagus Missions by having a character bring his ship in as reinforcement through hailing a special comm signal. For instance, the Comm Code is "Gamma-Delta-1-2-3". The player must write that down or remember the code. Later on, when approaching a battle situation, I want to allow the player to use the comm code to get reinforcements from the character at the other end of the Comm Code.

I've seen this done before, but I have no idea how to do it. Does anyone know how this is done?
What you need to do is place Starfleet ship group (for Feds, Klingon for KDF) and then under the stats, have it spawn "when dialogue prompt reached." Then create a standalone popup dialogue (a dialogue on the story tab itself can't count) that has branches for the different number combinations but when a person reaches Gamma-Delta-1-2-3's dialogue prompt, that's the prompt which triggers the Starfleet ship group to spawn.
Lt. Commander
Join Date: Jul 2012
Posts: 164
# 3
09-10-2012, 07:26 PM
Cool.(I didn't start this conversation, but . . .) thanks!

Real Join Date: Jan 2012
Lieutenant, Fleet Cron-Beta
Lieutenant
Join Date: Jul 2012
Posts: 36
# 4
09-10-2012, 07:28 PM
Quote:
Originally Posted by stoleviathan99 View Post
What you need to do is place Starfleet ship group (for Feds, Klingon for KDF) and then under the stats, have it spawn "when dialogue prompt reached." Then create a standalone popup dialogue (a dialogue on the story tab itself can't count) that has branches for the different number combinations but when a person reaches Gamma-Delta-1-2-3's dialogue prompt, that's the prompt which triggers the Starfleet ship group to spawn.
Thank you for your help! Very much appreciated, fellow founder!
Career Officer
Join Date: Jun 2012
Posts: 844
# 5
09-11-2012, 01:27 AM
Just as a point of advice, make sure you don't make the code more than 4 or 5 digits maximum. In order to create the dialogue tree for these you have to add a huge number of text boxes. It just gets more complicated the more you add.


Click here for my Foundry tutorial on Creating A Custom Interior Map.
Career Officer
Join Date: Jun 2012
Posts: 5,425
# 6
09-11-2012, 01:29 AM
Quote:
Originally Posted by nagorak View Post
Just as a point of advice, make sure you don't make the code more than 4 or 5 digits maximum. In order to create the dialogue tree for these you have to add a huge number of text boxes. It just gets more complicated the more you add.
Unless you use narrow strings of numbers. (Ie, 2, 3, or 4 -- not 1-10.)
Lieutenant
Join Date: Jul 2012
Posts: 36
# 7
09-11-2012, 05:48 AM
Quote:
Originally Posted by nagorak View Post
Just as a point of advice, make sure you don't make the code more than 4 or 5 digits maximum. In order to create the dialogue tree for these you have to add a huge number of text boxes. It just gets more complicated the more you add.
Actually, they changed the way you can do that in the foundry! I don't know if you guys checked it out, but you can move the arrowheads to create an easier way to branch dialogue.

I don't know if you knew already, but it's a hell of a lot better than creating 100 text boxes. I'm content with doing the work, I just don't want to do extra work.
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